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Copyright © 1996- 2010 Bridge World Magazine, Inc. |
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This glossary includes definitions of both technical terms and "bridge slang"; the latter is designated as such.
Material set off in brackets [...] forms an illustrative example; it is not part of the definition.
Four numbers separated by equal signs (e.g., 5=4=3=1) denotes an exact suit distribution (in the example: five spades, four hearts, three diamonds and one club).
Four numbers separated by hyphens (e.g., 4-3-3-3) denotes any of the exact distributions conforming to that general pattern (thus 4-3-3-3 represents any hand with one four-card suit and three three-card suits, in other words these four exact distributions: 4=3=3=3, 3=4=3=3, 3=3=4=3, 3=3=3=4).
A B C
D E F G
H I J K
L M N O
P Q R S
T U V W
XYZ
- Danger hand
- the one opponent who may profitably gain the lead for his side.
- Dangerous hand
- danger hand.
- Danger suit
- a suit that the opponents may profitably lead; a suit in which tricks may be lost with jeopardy to the contract.
- Datum
- the average (or trimmed average, with one or more scores removed from each end) of scores achieved on a deal, used as an artificial standard for scoring purposes
- Dead
- (1) (slang) having no entry;
- (2) (slang) (adjective for "seat") reopening [dead seat = reopening position, i.e., after two passes].
- Deal
- (1) (verb) distribute the cards;
- (2) (noun) the 52 cards as distributed;
- (3) (noun) the entire course of bidding and play; one unit of a bridge game.
- Dealer
- (1) the player who deals the cards;
- (2) the player first to call.
- Deck
- the collection of fifty-two cards, four suits of thirteen cards each, used in bridge.
- Declaration
- contract.
- Declarative-Interrogative
- (See D-I.)
- Declare
- act as declarer.
- Declarer
- the player who first named the strain of the final contract for his or her side and who manipulates both his own cards and partner's during the play.
- Deep finesse
- a finesse against more than one missing card.
- Defeat (the contract)
- prevent declarer from taking the number of tricks required by his contract; set.
- Defend
- act as opponent of the declarer.
- Defender
- (1) an opponent of the declarer.
- (2) an opponent of the side that made the first bid in the auction.
- Defense
- (1) declarer's opponents;
- (2) the approach taken by declarer's opponents;
- (3) countermeasure against an opponent's call or systemic agreement.
- Defensive bid
- (1) a bid made to prevent the opponents from naming the final contract of their choice; sacrifice;
- (2) a bid made by a defender (meaning 2).
- Defensive bidding
- (1) the use of defensive bids; sacrificing;
- (2) bidding from the point of view of the side not making the opening bid.
- Delayed
- not done immediately in bidding or play. [Examples: Delayed support is support given on a later round of bidding. A delayed duck is the deliberate or necessary loss of a trick after some other activity, such as a squeeze, is performed.]
- Demand bid
- forcing bid, especially a strong opening two-bid.
- Denial bid
- a bid that shows weakness or lack of fit.
- Denomination
- strain; one of the four suits or notrump.
- Dentist's Coup
- the extraction of a safe exit card from an opponent's hand; (by extension) the removal of a card that allows an opponent a safe play.
- DEPO
- acronym for Double Even Pass Odd, a method for showing aces (or key cards) after interference over Blackwood (or key-card Blackwood).
- Deschapelles coup
- the sacrifice of a high card to create an entry to partner's hand.
- Deuce
- two-spot; the lowest-ranking card of a suit.
- Devil's bedposts
- the four of clubs.
- Devil's coup
- (1) an elopement that denies the opponents a trump trick they would get if trumps were led;
- (2) (as commonly used) such an elopement when the opposing trump holding is exactly five cards including the queen and jack.
- Develop
- establish.
- D.I.
- (for declarative-interrogative) describing a four-notrump bid used as a general slam try.
- Diagram
- a chart showing position of the players and the cards they hold.
- Diamonds
- the third-highest-ranking suit; symbol:
.
- Direction
- (1) the location of a player at a bridge table: North, East, South or West;
- (2) one of the partnerships, North-South or East-West.
- Directional asking-bid
- a bid, usually a cue-bid, that attempts to make partner the declarer at notrump
- Direct position
- immediately following in clockwise rotation.
- Director
- the supervisor of a duplicate bridge event.
- Discard
- (1) (verb) play a plain-suit card of a suit other than the one led;
- (2) (noun) a card thus played.
- Discouraging card
- a card played by a defender as a signal to partner not to lead, or to discontinue leading, a particular suit, or to suggest weakness in the suit.
- Discovery play
- a play designed to gain information about the unseen cards.
- Distribution
- (1) the number of cards in each suit held by one player; [5=4=3=1 distribution = five spades, four hearts, one diamond and three clubs]
- (2) the number of cards of a particular suit held by each player;
- (3) (slang) the lie of the adversely held cards.
- Distribution points
- valuation points awarded because of the trick-taking potential of long or short suits at trump contracts.
- Distributional values
- playing strength held by virtue of long and short suits.
- Ditch
- (slang) discard (usually a loser).
- Dog
- (1) (slang) (noun) a very weak hand, or one that is very weak for the previous bidding;
- (2) (verb) [usually with "it"] bid conservatively.
- DONT
- a defense against one-notrump openings: double = one-suiter; two spades = natural; two of another suit = that suit and some higher-ranking suit.
- DOPE
- acronym for Double 0dd Pass Even, a method for showing aces (or key cards) after interference over Blackwood (or key-card Blackwood).
- DOPI
- acronym for Double 0 Pass 1, a method for showing aces (or key cards) after interference over Blackwood (or key-card Blackwood).
- Double
- (1) (noun) a call that increases scoring values.
- (2) (verb) to make the call described in (1).
- Double-barrelled Stayman
- two-way Stayman.
- Double-dummy
- (1) (adjective) with all four hands exposed;
- (2) (slang) (adjective) action taken as if in sight of all four hands, i.e., perfect for the lie of the cards;
- (3) (slang) (verb) criticize for not acting as though having seen all four hands. [Example: "My partner double-dummied me for not starting clubs first."]
- Double finesse
- a finesse against two missing cards.
- Double into game
- a double of a contract that is not a game undoubled but is when doubled.
- Double jump
- a bid one level above a minimum jump in the same strain. [Extends to Double Jump-overcall, Double Jump-preference, Double Jump-raise, Double Jump-rebid and Double Jump-shift.]
- Double key-card
- key-card Blackwood in which the kings of two suits are counted as key cards.
- Double knockout
- a form of tournament in which a team is not eliminated until it has lost two matches.
- Double negative
- a further negative by a player who has already taken a negative action.
- Double raise
- bid two levels higher in the suit named by partner.
- Double squeeze
- a squeeze in which each opponent is squeezed between two suits.
- Doubler
- one who doubles.
- Doubleton
- a holding of two cards in a suit.
- Down
- set; defeated.
- Down the line
- (1) describing bidding the higher of equivalent features; [Advancing one spade to a takeout double of a one-diamond opening with four cards in each major is bidding down the line.]
- (2) describing playing the highest of available cards.
- Draw
- remove from the possession of the opponents. [As in "draw trumps" (take away the opposing trumps).]
- Drive out
- force an opponent to part with (a certain card or cards).
- Drive to
- (slang) reach the bidding level of. [Example: "drive to game" means ensure that the bidding reaches at least game.]
- Drop
- fall on a trick;
- (slang) lose; give away through error.
- Drury
- (1) originally, a two-club response by a passed hand to show maximum values;
- (2) in its more modern form, often called Drury-fit, a two-club response by a passed hand to show a fit for partner's major in a hand too strong for a single raise.
- Drury-fit
- See: Drury (meaning 2).
- Dry
- (slang) without any other cards in the suit.
- Dub
- (slang) a poor player.
- Duck
- (1) play a low card when holding a higher one;
- (2) surrender (a trick).
- Duckling (also Ugly Duckling)
- hand with 5-3-3-2 distribution.
- Duffer
- (slang) a poor player.
- Duke
- (1) (slang) very strong hand.
(2) See also Iron Duke.
- Duke of Cumberland deal
- a swindler's deal from whist, in which the mark holds all top cards in all suits except one, in which he holds king-jack-nine (or, in one version where the whist dealer is expected to lead a trump, king-jack-nine-seven) but cannot take a trick with the weak suit as trumps.
- Dumb bidder
- a device, consisting of a board with listed calls placed in the middle of the table, to permit silent bidding.
- Dummy
- (1) partner of declarer;
- (2) that player's cards, exposed on the table after the opening lead.
- Dummy hand
- Dummy (2).
- Dummy play
- play of the cards by declarer.
- Dummy reversal
- ruffing with the partnership's longer trump holding until the opposite hand has more trumps.
- Dump
- (1) (slang) discard;
- (2) (slang) lose deliberately.
- Duplicate bridge
- form of bridge in which two or more sets of participants have an opportunity to play the same deals.
- Duplication of distribution
- both partners having the same suit lengths.
- Duplication of values
- both partners having strong values in the same suit, generally to their side's disadvantage.
A B C
D E F G
H I J K
L M N O
P Q R S
T U V W
XYZ
To suggest an item for the glossary, send e-mail to: editor bridgeworld.com
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